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Dungeon Lasers n' stuff


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In a dwemer dungeon of mine, I want to add static light beams like the one featured in the meridia quest (DA09). Except unlike those, there is no pedestal to activate, it's just always on. I took a look at Kilkreath in the CK, but I can't make sense of it enough to create a constant, static light beam. Can anyone give me some insight into how this works?

 

Searching through the vanilla scripts, looks like the only relevant ones are:

 

dunKilkreathBeamShooterScript

dunKilkreathBeamStartScript

dunKilkreathCrystalNodeScript*

dunKilkreathCrystalPedestalScript*

 

In the CK, I only see those last two being used in Kilkreath temple. All four scripts share in common a property for the beam's spell and a property for the beam's target to be referenced (Kilkreath uses xmarkers). But the pedestal script also holds a property for a beam "source" in addition to a target. The most successful setup I've managed was one starting object (a dwemer hitch post) with the dunKilkreathBeamStartScript aimed at a target Xmarker. In game, it looks like there's a beam in the hitch post that stops as soon as it starts (a ball of light, like a severely shortened beam, inside the hitch post). I've had no luck using the other 3.

 

How do I get the beam to extend to the xmarker target? Do I need to use a "source" for the beam? Is there some other external factor that needs to activate the source? Any help would be appreciated!

Edited by ThrillaWhale
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The beam is set up in Meridia as a Projectile.

The projectile uses DA09CrystalLightBeam01.nif which can be found in:

Effects\DA09CrystalLightBeam01.nif.

It has one gamebryo animation "mIdle".

 

If it's just case that you want that beam somewhere placed in the world without eg: static placed beam in CK and it just stays there indefinitely.

 

Then create a new static and point it to use the in DA09CrystalLightBeam01.nif.

Drop your new static in the cell and add a simple script to it, not tested, but something like:

 

Scriptname PlayBeamIdleScript Extends ObjectReference

Event OnCellLoad()
    Self.PlayGamebryoAnimation("mIdle")
EndEvent

 

Should be a case that the beam will start animating when enter the cell.

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